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AEmitter on actors
http://45.55.195.193/viewtopic.php?f=1&t=14358
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Author:  Mind [ Mon Apr 20, 2009 2:18 am ]
Post subject:  AEmitter on actors

How can i add an aemitter onto an actor that has 10000 emissions a second, without it affecting the actor's fliying pattern or anything.....?

Ive tried making eeverything zero, but it deosnt really work at all...

Could i make the character very heavy, so it wouldnt affect him as much?

Author:  zalo [ Mon Apr 20, 2009 2:22 am ]
Post subject:  Re: AEmitter on actors

Add this to the Emissions code:
Code:
PushesEmitter = 0

Author:  Duh102 [ Mon Apr 20, 2009 2:24 am ]
Post subject:  Re: AEmitter on actors

EDIT: Ninja'd by Zalo, though I have this to add
You can't make emissions ignore the actor (collision wise) if they're HitsMOs = 1 or GetsHitByMOs = 1.

Author:  Mind [ Mon Apr 20, 2009 10:08 pm ]
Post subject:  Re: AEmitter on actors

It is HitsMOs and GetsHitByMOs 0, but it seems to still effect him, but ill try :)

Author:  Geti [ Tue Apr 21, 2009 10:38 am ]
Post subject:  Re: AEmitter on actors

or for even better efficiency, in the emitter code, JointStiffness = 0

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